By the way. Here is what I'd like/expand to see as our actions next turn, give or take. Note that assuming an Admin King, we don't get to keep control of anything.

King Actions

{S} Integrate Colony - Txolla
{S} ???
{M} ???
{GM} Glassworks

Active Province Policy (balanced)
{S} -> {M} Expand Econ (doubled by The Law)
{S} Support Subordinate - Ruined Thunder Horse
{M} Expand Forest

Passive Province Policies (infrastructure x3 + defense x2 + forestry x1 + vassal support x2)
Sustainable Forest +1
Significant Walls +1
Redshore Baths (2/3 -> 3/3)
??? (+6 infrastructure progress)
??? (Unknown City Policy)
??? (Unknown City Policy)


Justifications

I don't know for sure what actions the king could take. Making a Theatre would be a reasonable call if we had a point of culture, but I'm not sure we do. If we haven't finished the PttS that will eat up a main. Road Building is practically always a good idea, and especially so under an Admin Hero. And so on. However, I am moderately sure about a couple of things. First of all, we WILL use the Guild Action to make Glassworks; there is just no reason not to. Second, we will integrate a province, opening up Econ Expansion and getting us to 9 Provinces for the two bonus secondaries.

Our province policy will probably Expand Econ (since that gets doubled, and we do need Econ), Support the Ruined Thunder Horse (since it needs our help and this is a cheap way to buy future loyalty), and Expand Forest (for the Yeomen Mission). That is my best guess, anyways.

Passive policies will all do their thing, though it is unknown what the cities will do or what the new big infrastructure project is going to be. Probably more baths or something, but who knows?
We have the epic age, Yenyna, and the comet to make plays about. Golden Age Theatre would be sweet too. In addition we have religious plays like Crow meeting our Goddess, or some other stuff.
 
We have the epic age, Yenyna, and the comet to make plays about. Golden Age Theatre would be sweet too. In addition we have religious plays like Crow meeting our Goddess, or some other stuff.
I'd love to make a Theatre, but people are pishing for a specific hero and that eats our last three culture.
No culture left? No Theatre.



Although. Technically an admin King might be able to build based on projected income...
 
@Abby Normal do you think you can draw up a diagram for the order everything happens to our stats in a turn cycle? Or, if you don't like making graphics, a bulletpoint list? I'm fuzzy on the details but they REALLY matter now to keep our GA.

I'll draw up the diagram if you do the list form, w/e. We just need to make this less arcane.
I can try, but it'll have to wait until after i get that analysis up, so i guess remind me after that in case i forget?
Speaking of, i never posted the diffcheckers for the midturn->main turn, since when i made them i was expecting to do a full turn:
Diff Checker
Diff Checker
Making a Theatre would be a reasonable call if we had a point of culture, but I'm not sure we do.
We should hve 3 points. Mysticism is at 16 (+7), and refunds should come in before the next main turn, and we're only spending 2 mysticism on place to the stars, so 16 - 2 + 7 = 21 - 3 (overflow to culture) = 18

getting us to 9 Provinces for the two bonus secondaries.
Actually 9 provinces only gets us +1, for the guild action*
"Player Actions: 1 Main + 2 Secondary, +1 Secondary/4 Provinces After First 8
Province Actions: 1/2 Provinces Secondary First 8 Provinces, +1/4 Provinces After"
So we need to get to 11, and then we'll get +1 player and +1 province action, assuming they round up the same way as with 1/2 each*

Passive policies will all do their thing, though it is unknown what the cities will do or what the new big infrastructure project is going to be. Probably more baths or something, but who knows?
Well we do have quests for a temple and a governor's palace, so maybe one of those?

* Speaking of.. @Academia Nut you never answered my question on whether we'd get the guild secondary at 8 or 9 provinces, based on whether it rounds up like the province actions do.

Edit: Forgot that this last update proved that we dont get it at 8. That said, can you clarify how rounding will work for the next player and province actions go? Both at 11 provinces? both at 10? Both at 12? one at 9, one at 11? one at 10, one at 12? Something else?
 
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Actually 9 provinces only gets us +1, for the guild action*
"Player Actions: 1 Main + 2 Secondary, +1 Secondary/4 Provinces After First 8
Province Actions: 1/2 Provinces Secondary First 8 Provinces, +1/4 Provinces After"
So we need to get to 11, and then we'll get +1 player and +1 province action, assuming they round up the same way as with 1/2 each*
If you want to play it that way, we would get the +1 player and +1 province action at ten provinces, since 2/4 should round up same as 1/2 does.
 
Ah. Yes, more than one vassal support would be overkill I agree.
It might have been a turn ago. Since then we've added four subordinates (2 vassals + 2 true cities), two of which are entire new cultures.

Well we do have quests for a temple and a governor's palace, so maybe one of those?
I think probably not the temple. Provinces are conservative; I don't think they would go for a Temple while at yellow RA.

Oh yeah, duh... either way 9 will at most give us +1 guild action, assuming 8 hasn't already done so
We only had one Guild Action just now, so we shouldn't have one at 8.

Also, while your point does make sense, it wouldn't surprise me if AN was treating it as "you get new actions at 9 and 11 as usual, but with one of them being a King action instead of a Province action".

Then again, it wouldn't surprise me to see everything being rounded up, and thus us getting three actions...
 
@Academia Nut
Has the Bronze Age collapse party been cancelled?
Or do we still have an invite?

There ain't no party like a devastating environmental shift party!
 
Ah. Yes, more than one vassal support would be overkill I agree.
Why? It means we do a secondary influence on all of our subordinates every 10 turns rather than 20.

Infrastructure:
A total of +9 might be nice in how quickly we'll finish projects, but it's risky. Going higher into our city rush is foolhardy due to how much Econ it costs, and temples being our RA too high.

Defense: as someone pointed out, it's not super useful. Unless, that is, we actually start integrating our vassals, at which point it becomes magical.

Forest: needed to feed baths but sucks up EE.

Stats: meh. Diplo feeds our integration machine but not much. Otherwise better served by city support preventing 2 Econ from being sucked up.
 
We don't have baby boom

I wouldn't be surprised to see this return. We lost it mostly because of the double hit of refugees and drought. Just one of those and we would be fine. Our people are health conscious and well fed. Even in the cities they are healthy with the presence of baths and clean water via aqueducts. As we increase road coverage and integrate more provinces to open up available land for farming, I expect baby boom to return. Population explosion, not so much, but we can hope.

Road Building is practically always a good idea

I expect a secondary road building to get that last point in the cent tolerance increase.
 
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I don't see how that is overkill, given that we have two vassals that we have to influence.
3 Actually. Also Heaven's Hawk and maybe Gulvalley, which aren't technically vassals but are still concerning. Like, again, the Heaven's Hawk is at 1 Dependency, and is still pretty heavily divergent in culture and identity. Txolla is bigger than our whole core polity in land, and as a result both their far holdings (including i think the resettled Xohyr, which is likely to become their effective capital) and the entirety of the Ruined Thunder Horse are literally the distance of the Not!Black Sea away from us...only by land. There's not even a good river route, since the "best" river for it 1. doesn't actually go that far in the right direction, and 2. is literally one of the Highland Kingdom's borders and so likely contested at best.
It might have been a turn ago. Since then we've added four subordinates (2 vassals + 2 true cities), two of which are entire new cultures.


I think probably not the temple. Provinces are conservative; I don't think they would go for a Temple while at yellow RA.


We only had one Guild Action just now, so we shouldn't have one at 8.

Also, while your point does make sense, it wouldn't surprise me if AN was treating it as "you get new actions at 9 and 11 as usual, but with one of them being a King action instead of a Province action".

Then again, it wouldn't surprise me to see everything being rounded up, and thus us getting three actions...
Oh yeah, duh, i forgot we had another main turn just now. I think my brains focusing too much on my analysis posts, so i'm still thinking it was last update cause i haven't analyzed this one yet :p And either of those are possible yeah... just need info from AN i guess...
 
I think a second policy on Vassals is very much a higher priority than a second Defense policy or a fourth Infrastructure Policy.

I absolutely love Infrastructure Policies, but I think 3 of them is already a good place to be. As it is, our passive policy can do a medium sized (6 progress) project in a single turn, or finish a large (9 progress) project if we prompt them with the first action. More build capacity is always better, but I can't really call it urgent at this point.

As for Defensive policies, those do speed up the rate at which we plop down walls but I'm pretty sure that our old borders are already walled off, and our new borders are all in peripheral states and thus not subject to our actions. So basically we would be building more walls in the core, which I find to be of limited importance.

In contrast, Vassal Support is looking to be the crisis of our age. If we collapse or suffer a major setback in the next ten or so turns, I expect it it to be either directly caused or at least precipitated by our peripheral states having different culture and/or lowered loyalty to us.


In light of this, I think that 2x Vassal Support is our best bet at combating the critical issues that we will be facing. I say this not merely because we just absorbed two vassals that demand intervention NOW, but because we've seem Subordinate issues growing over a long time now.
Counterpoint: Defense Policy has a terminus, which we can approach more quickly the more Defense policies are active. Once it reaches 100%, Defense passive policy would become obsolete, which allows us to pursue other policies without worrying too much about building new walls to go with settlements because walls would be integral to settlements.

And Infrastructure policies govern the growth rate of cities. The more Infrastructure policies, the more Policies we'd get sooner. This means the mid to long term optima for policies would always be to have a large proportion of Infrastructure policies.
Didn't we pretty much know it was inevitable? And this strikes a good balance; parents have the incentive to think long term and preserve/upgrade their land for their children. But massively incompetant children will end up disinherited.
Which is to say the parents have a really big incentive not to invest so much into the land beyond what is needed to earn/retain it, but to invest into their CHILDREN to ensure that they can continue to keep the land.
Ehhh if it establishes a new governor yes but if a governor already existed and all they can see is him getting a fancy house, no
People have said this for the Palace, but that is not true when we built it.
People don't see the governor or king getting a 'fancy house', because that's not what it's for. It's an administrative structure to house a small army of clerks to Efficiently administrate their domain.

In other words, a job tool.
how are we defining agricultural yield? Iirc pbluekan talked about how we can practice more directed breeding to get better cultivars, splicing, and crop rotation. We don't have those yet. Vineyards is quite likely to get directed breeding and possibly splicing/grafting (some grape varietals have better roots but worse grapes). Hemp, maybe, would result in crop rotation.
Other options are a more formal knowledge of plants that improve yields when grown together if we don't have that yet, better threshing tools, better seeding tools.
Agricultural volume of edible produce per acre is the primary factor here, because the discussion was about agriculturally backed population growth.

Quality of course is nice, but not really hugely relevant to the ability to sustain larger populations.
All of these are direct yield increases. Things like "industry" I.e. The water wheel increase agricultural yield by decreasing wastage and overhead. Same opportunities for wax, including bug repelling herbs, importing cats.
Yes, we have ox driven mills but you have to feed and tend to the on whereas the mills need repair and then only occasionally. Less work. More food leftover. Possibly more flour that can be produced at a time.
It cuts the needed manpower yes, but again is completely irrelevant to the discussion, which was about how people living elsewhere will develop the same technologies to outcompete us on food production, leading to beating us on population.

The discussion demonstrated that such a series of events was unlikely, our particular set of innovations was extremely environment induced local optima and difficult to replicate the same scenario, which required isolationist hill people deciding to farm super good instead of mine super good, who then abruptly became no longer isolationist.
Our priests maybe haven't involved themselves in politics, but we have examples of that being an issue in the Xoh. Furthermore, social issues alone is enough to make traders wary. The unifying potential over the urban poor is an issue too, one we've had some experience with when dealing with the Txolla. There's also the whole priests glaring at traders thing. Having a large temple close by means they can glare harder.
That's a valid concern, though considering Pilgrimage is a Trade Dominance in itself and benefits from Guild Mercantile...whether they're in favor of more of it should be fairly clear.
 
It might have been a turn ago. Since then we've added four subordinates (2 vassals + 2 true cities), two of which are entire new cultures.


I think probably not the temple. Provinces are conservative; I don't think they would go for a Temple while at yellow RA.


We only had one Guild Action just now, so we shouldn't have one at 8.

Also, while your point does make sense, it wouldn't surprise me if AN was treating it as "you get new actions at 9 and 11 as usual, but with one of them being a King action instead of a Province action".

Then again, it wouldn't surprise me to see everything being rounded up, and thus us getting three actions...
We really need the passives for everything else and trying to spam Vassal Support's is going to be less than optimal, it's going to be a heavy resource-loss. We will need to use normal Influence/Support subordinates to actually do anything with the two totally damaged vassals of ours - I'm simply hoping that propping them back up while on a passive vassal support-policy would possibly evolve our Lord's Loyalty-value further.

After we have properly repaired and culture-converted Thunder-Speakers/Thunder Horse, we can leave the passive on to inform us of dangers and to slowly keep their loyalty up.
 
Why? It means we do a secondary influence on all of our subordinates every 10 turns rather than 20.

Infrastructure:
A total of +9 might be nice in how quickly we'll finish projects, but it's risky. Going higher into our city rush is foolhardy due to how much Econ it costs, and temples being our RA too high.

Defense: as someone pointed out, it's not super useful. Unless, that is, we actually start integrating our vassals, at which point it becomes magical.

Forest: needed to feed baths but sucks up EE.

Stats: meh. Diplo feeds our integration machine but not much. Otherwise better served by city support preventing 2 Econ from being sucked up.
At this point I'm thinking we should drop some on either vassal support or innovation. The slow influence drip is nice over the extreme long term, as is the extra slot and loyalty bump, but an extra innovation roll every turn is amazing and we can keep putting policies there without worrying about them building things we don't want. Tech is always good, after all.
 
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It's overkill because we really need other things more than multiple vassal supports policies.

We do? I could see defense policy to prepare for the upcoming horde.

@Academia Nut
Has the Bronze Age collapse party been cancelled?
Or do we still have an invite?

There ain't no party like a devastating environmental shift party!

The rest of the known world should be transitioning to Iron Age polities pretty soon, and our agricultural technology should be adopted by our new vassals pretty rapidly.

The governments should be less fragile and they could look to us for help in dealing with climate change.

I am pretty confident about avoiding a Bronze Age Collapse scenario.
 
3 Actually. Also Heaven's Hawk and maybe Gulvalley, which aren't technically vassals but are still concerning. Like, again, the Heaven's Hawk is at 1 Dependency, and is still pretty heavily divergent in culture and identity. Txolla is bigger than our whole core polity in land, and as a result both their far holdings (including i think the resettled Xohyr, which is likely to become their effective capital) and the entirety of the Ruined Thunder Horse are literally the distance of the Not!Black Sea away from us...only by land. There's not even a good river route, since the "best" river for it 1. doesn't actually go that far in the right direction, and 2. is literally one of the Highland Kingdom's borders and so likely contested at best.

Oh yeah, duh, i forgot we had another main turn just now. I think my brains focusing too much on my analysis posts, so i'm still thinking it was last update cause i haven't analyzed this one yet :p And either of those are possible yeah... just need info from AN i guess...

Integrate Gullvalley and we don't have to worry about an extra subordinate any longer and we can start the canal megaproject whenever we feel like it.
 
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That's a valid concern, though considering Pilgrimage is a Trade Dominance in itself and benefits from Guild Mercantile...whether they're in favor of more of it should be fairly clear.
In favor of pilgrimage =\= removed from political interests, strongly in favor of traders, strongly in favor of guilds, etc.

You can want a cookie but be allergic to gluten.

Quality is definitely related to population growth and sustenance. Less deaths, healthier children.

Technology is definitely related to the convo.
Better storage = more food = more growth. More food to be fed to people rather than the ox = more growth.
Depending on their location (rivers; forest for herbs and beeswax) such innovations might be unavailable.

I was involved in the conversation. You do not need to remind me of what it was about. You DO need to defend how these points are not transferable due to cultural and geographical barriers. Susano's original point was after all that India + China picked up techniques from Europe and grew in population afterward.

Though admittedly if that's what this argument is about arguing over whether we can have agricultural improvements at all is idiotic, as is arguing over whether other cultures can/will adopt our techniques. They will do so or be outcompeted.
 
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At this point I'm thinking we should drop some on either vassal support or innovation. The slow influence drip is nice over the extreme long term, as is the extra slot and loyalty bump, but an extra innovation roll every turn is amazing and we can keep putting policies there without worrying about them building things we don't want. Tech is always good, after all.
Eh

Every city is an innovation roll already afaik. Technologically we're doing pretty well. I want a consolidation era.
 
But vassal support is how we're planning to do that!
We simply don't have enough slots to accrue enough to actually be enough to do it by themselves. We are going to need to use actions anyway - It will be better to use passives to plug holes we are going to leave while we focus on rebuilding them and our Mega-projects and whatever else our heroes/geniuses concoct in their brains.
 
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